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*TTRPGs General
A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7579457" data-attributes="member: 82106"><p>I think you are quite rigid in your interpretation of what is within the bounds in D&D. Nowhere does 'classic' D&D really talk about backstory in concrete terms. It is something which exists at the level of simply things that participants might do, not do, etc. Thus there are no such things as 'rules' about it. You don't need to 'alter the game' in order for a player to establish such a fact, with or without DM approval. </p><p></p><p>Classic D&D DMs, and 5e ones too AFAIK, can basically tell you to take a hike, but that usually results in players simply going elsewhere for their D&D! In practical terms I've never had a DM insist that he/she is going to fight me on backstory. Anyway, it is certainly most effective when the player is collaborating with the DM in terms of what is already established.</p><p></p><p>This is of course part of the reason that DW is very close to 'zero myth' (the DM generally does establish a small set of basic initial conditions, a map with a couple of things on it for instance). The players are free to embellish the setting in any respect which relates to their PCs. They can establish origin stories and other backstory during the initial session, and then can embellish that later on by using Spout Lore, or simply by asking questions. The GM is also supposed to constantly ask questions and make notes of whatever the players express interest in or whatever they describe so that it can be input to the fiction. In no case is there any such thing in DW as a pre-established fact, only narrative in play can establish that in DW.</p><p></p><p>That being said, the GM is expected to create fronts and generate ideas and such himself too.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7579457, member: 82106"] I think you are quite rigid in your interpretation of what is within the bounds in D&D. Nowhere does 'classic' D&D really talk about backstory in concrete terms. It is something which exists at the level of simply things that participants might do, not do, etc. Thus there are no such things as 'rules' about it. You don't need to 'alter the game' in order for a player to establish such a fact, with or without DM approval. Classic D&D DMs, and 5e ones too AFAIK, can basically tell you to take a hike, but that usually results in players simply going elsewhere for their D&D! In practical terms I've never had a DM insist that he/she is going to fight me on backstory. Anyway, it is certainly most effective when the player is collaborating with the DM in terms of what is already established. This is of course part of the reason that DW is very close to 'zero myth' (the DM generally does establish a small set of basic initial conditions, a map with a couple of things on it for instance). The players are free to embellish the setting in any respect which relates to their PCs. They can establish origin stories and other backstory during the initial session, and then can embellish that later on by using Spout Lore, or simply by asking questions. The GM is also supposed to constantly ask questions and make notes of whatever the players express interest in or whatever they describe so that it can be input to the fiction. In no case is there any such thing in DW as a pre-established fact, only narrative in play can establish that in DW. That being said, the GM is expected to create fronts and generate ideas and such himself too. [/QUOTE]
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